I'm working with a GPU based particle system. There are 1 million particles computed by passing in the x,y,z positions as rgb values on a 1024*1024 texture. The same is being done for their velocities.
I'm trying to make them move from an arbitrary point to a point on sphere.
My current shader, which I'm using for the computation, is moving from one point to another directly.
I'm not using the mass or velocity texture at the moment
// float mass = texture2D( posArray, texCoord.st).a;
vec3 p = texture2D( posArray, texCoord.st).rgb;
// vec3 v = texture2D( velArray, texCoord.st).rgb;
// map into 'cinder space'
p = (p * - 1.0) + 0.5;
// vec3 acc = -0.0002*p; // Centripetal force
// vec3 ayAcc = 0.00001*normalize(cross(vec3(0, 1 ,0),p)); // Angular force
// vec3 new_v = v + mass*(acc+ayAcc);
vec3 new_p = p + ((moveToPos - p) / duration);
// map out of 'cinder space'
new_p = (new_p - 0.5) * -1.0;
gl_FragData[0] = vec4(new_p.x, new_p.y, new_p.z, mass);
//gl_FragData[1] = vec4(new_v.x, new_v.y, new_v.z, 1.0);
moveToPos is the mouse pointer as a float (0.0f > 1.0f) the coordinate system is being translated from (0.5,0.5 > -0.5,-0.5) to (0.0,0.0 > 1.0,1.0)
I'm completely new to vector maths, and the calculations that are confusing me. I know I need to use the formula:
x=Rsinϕcosθ
y=Rsinϕsinθ
z=Rcosϕ
but calculating the angles from moveToPos(xyz) > p(xyz) is remaining a problem